g_EntityNames = g_EntityNames or {} g_EntityNumber = g_EntityNumber or {} function test_init_name( e, name ) g_EntityNames[ e ] = name g_EntityNumber[ name ] = e end local anims = { "a1", "a2" , "a3" , "a4" , "a5" , "a6" , "a2", "n/a" } local function playAnim( entity, anim ) Prompt( "playing clip " .. anim .. " for Entity #" .. ( entity or 'nil' ).. " " .. ( g_EntityNames[ entity ] or 'nil ' ) ) if entity then SetAnimationName( entity, anim ) PlayAnimation( entity ) end end function test_main( e ) local inkey = tonumber( g_InKey ) if not inkey then return end local anim = anims[ inkey ] if anim == nil then return end if inkey < 7 then local entityId = g_EntityNumber[ "Goblin" ] playAnim( entityId, anim ) elseif inkey == 7 then local entityId = g_EntityNumber[ "movx10m" ] playAnim( entityId, anim ) elseif inkey == 8 then local entityId = g_EntityNumber[ "movx10m" ] Prompt( "moving forward for Entity #" .. ( entityId or 'nil' ) .. " " .. ( g_EntityNames[ entityId ] or 'nil ) ) if entityId then MoveForward( entityId, 20000 ) end end end